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133,216 Commits over 4,293 Days - 1.29cph!

Yesterday
Bugfix: OcclusionGroups - eagerly clean up occlusion group when teleporting - consolidated occlusion-group leaving logic Caught the bastard - due to over-time nature of subscription updating, there was a window in which the player could teleport and disconnect, leading to a leak of occlusion group and a null participant. Tests: on client, teleport2marker;kill, then separatelly disconnect; then on server run OcclusionValidateGroupson - all's gud
Yesterday
Fix some minor bugs with the new orbit state. Still needs some more work
Yesterday
Updating skinning for paintball overalls
Yesterday
- Updated worldmodel (scaled up to match existing asset, removed internals from LOD3 & re-positioned to be central to the world) - Updated world rig with updated model - Updated bounds in .worldmodel & .entity - Re-cached textures in .viewmodel (material updates broke this connection)
Yesterday
paintable reactive target rig/anims exported and setup in prefab. Also world model animator controller created
Yesterday
merge from artist_pack_dlc
Yesterday
Fix npcZone OOB translation being wrong when parented to a ghostship
Yesterday
Add hack to not check if underwater if parented to a ghostship
Yesterday
Instead of removing the shadow mask mode completely from the UI, it's now only disabled to ensure it doesn't break graphics presets
Yesterday
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
Yesterday
- First pass on fixing ghostship npc zones - Allow rotating and moving zones - Allow destroying zones - When samping in a donut around the unit, use navmesh space instead of world space (fixes sampling wrong ghostship floors) - Fix search origin being corrupted - Fix lastChosenHidingSpot never being set
Yesterday
Extra debugging Simplify the state Increase radius
Yesterday
New Orbit state. Used when protecting Oilrig and intecepting a ghost ship when the a crate is hacked: - AI boats will move towards the target - Reach a specific point then begin patroling around the target - Try and maintain group cohesion
Yesterday
merge from main
Yesterday
mirror 05 model and collision
Yesterday
boatai_avoid_trigger_fix -> main
Yesterday
Save for debugging
Yesterday
Avoidance cache gets stale quicker - should help prevent times where the boats will ignore avoid triggers Turn off boat ai state sleeping Helps make them way better behaviourly and since everything is budgetted it looks fine
Yesterday
Update: minor changes - comment explaining why occlusion group isn't retired - error log for cases where we're unsubscribing from network group but we're not in it's occlusion group - TODO comment outlining a desync between group transitions on the border of subscription range and networkable destruction Tests: none, trivial changes
Yesterday
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
Yesterday
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
Yesterday
-Fix navmesh being full of holes and unusable on plank made structures on deepsea islands. -Fix scientists walking on top of static canons of islands -Fix scientists walking through trees on islands -Not fixed: loot crates present on island spawn are forever baked into the navmesh
Yesterday
Fix for anchored status. Slightly more lenient anchor-to-water check. Additional debug drawing.
Yesterday
Fix potential "Look rotation viewing vector is zero" error
Yesterday
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
Yesterday
Removed shadow mask setting from the Graphics Settings menu as we don't use a shader mask in Rust as it's for baked lighting only
Yesterday
Bugfix: check if occlusion group participant is null when cleaning up occlusion groups Should not be needed, but until I track down where nulls are happening this can prevent other issues Tests: none, trivial change
Yesterday
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Yesterday
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Yesterday
Reduce deploy volume collider on boat stairs so it can be correctly placed in all rotations with surrounding walls
Yesterday
merge from main
Yesterday
Added a new Additional Mask Blend Settings section to the Standard shader's Detail Layer for further control over the detail mask's blending and UVs
Yesterday
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Yesterday
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Yesterday
Change steering wheel lock sound
Yesterday
vclouds: - cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down) - don't reproject when taking a screenshot, render the full cloud image from scratch - respect time.timescale
Yesterday
Change position operations to integer coords to solve lod border issues with some terrain sizes Setup terrain renderer to run in editor for scene view and game view cameras
Yesterday
Merge from kinematic_asleep_magnet
Yesterday
Added a new kinematicWhileAsleep option for vehicle settings Enabled for magnet crane
Yesterday
add deep sea version for environment volume properties ocean overrides
Yesterday
Merge from dropped_item_optim
Yesterday
merge from indirect_instancing
Yesterday
rebase on main
Yesterday
Properly cull underground objects when Indirect Instancing is enabled
Yesterday
Progress
Yesterday
Rename queue budget
Yesterday
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
Yesterday
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Yesterday
underwater fog lerping respects reflection.forceupdate
Yesterday
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)